blade-magic
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| blade-magic [2025/09/18 18:28] – fantasyadmin | blade-magic [2025/09/27 18:14] (current) – [DARK BLADE MAGIC] fantasyadmin | ||
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| ====== BLADE MAGIC ====== | ====== BLADE MAGIC ====== | ||
| - | ===== LIGHT BLADE MAGIC ===== | + | ===== GOOD BLADE MAGIC ===== |
| + | {{ : | ||
| ==== BLADE OF DETECTION ==== | ==== BLADE OF DETECTION ==== | ||
| Line 77: | Line 77: | ||
| * Long Range: 53-83 cms | * Long Range: 53-83 cms | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== NEUTRAL BLADE MAGIC ===== | ||
| + | |||
| + | ==== BLADE OF SHARPNESS ==== | ||
| + | |||
| + | **COST: 50** | ||
| + | |||
| + | Weapons possessing this property cut through all | ||
| + | normal (but not magical) armour as if it were one | ||
| + | armour type below its actual class. Thus mail and | ||
| + | plate becomes chainmail, and chainmail would | ||
| + | become leather. The combat modifier of non- | ||
| + | magical shields is also ignored. | ||
| + | |||
| + | ==== BLADE OF INCISION ==== | ||
| + | |||
| + | **COST: 90** | ||
| + | |||
| + | This weapon is only available to dwarfs. Blades of | ||
| + | Incision are carefully tempered by the dwarven Rune | ||
| + | Smiths so they will cut through any armour and | ||
| + | once forged are jealously guarded by the dwarfs. All | ||
| + | targets of this weapon, that do not have magical or | ||
| + | electrum armour, are classed as being unarmoured, | ||
| + | the combat modifier for non-magical shields is also | ||
| + | ignored. Characters in magical or electrum armour | ||
| + | count as if they are only in leather armour, when | ||
| + | attacked by this weapon. | ||
| + | |||
| + | ==== BLADE OF FIRE ==== | ||
| + | |||
| + | **COST: 80** | ||
| + | |||
| + | When drawn this blade bursts into flame. It may be | ||
| + | used to ignite any inflammable material it hits. It will | ||
| + | even burn under water. Against undead the wielder | ||
| + | of this blade gains +25% to his FCP (this benefit is | ||
| + | not enjoyed by any unit he may be leading). This | ||
| + | blade will also cause two wounds instead of one | ||
| + | against undead characters every time it hits. A Blade | ||
| + | of Fire will also act as a torch if the owner is fighting | ||
| + | underground or at night. Blades of Fire are reduced | ||
| + | to the status of normal weapons against Armour of | ||
| + | Fire Repulsion. | ||
| + | |||
| + | ==== CRYSTAL OF ACCURACY ==== | ||
| + | |||
| + | **COST: 70** | ||
| + | |||
| + | A Crystal of Accuracy will magically enhance its | ||
| + | owners ability to cast any form of missile by adding | ||
| + | 30% to the owners FFP. | ||
| + | |||
| + | ==== CRYSTAL OF FIRE ==== | ||
| + | |||
| + | **COST: 85** | ||
| + | |||
| + | Any missiles (except bullets) cast by the owner of | ||
| + | this crystal, will automatically burst into flame as | ||
| + | they fly through the air. Such missiles will ignite any | ||
| + | inflammable material they land on, and if they hit a | ||
| + | character or monster will cause two wounds instead | ||
| + | of one. Missiles that burn with magical fire do not | ||
| + | have their FFP halved against skeletons. Missiles | ||
| + | that burn with magical fire are reduced to the status | ||
| + | of normal weapons against characters who are clad | ||
| + | in Armour of Fire Repulsion. | ||
| + | |||
| + | ==== MISSILE OF RETURN ==== | ||
| + | |||
| + | **COST: 45** | ||
| + | |||
| + | This magic only works on spears, axes and | ||
| + | hammers. The owner can cast his weapon at a foe | ||
| + | within 20 cm and then the weapon will magically | ||
| + | return to its owner' | ||
| + | the missile phase, but is conducted as if the weapon | ||
| + | were in combat with the target. The character is then | ||
| + | free to use his weapon in combat during phase ten. | ||
| + | |||
| + | ==== GIANT DOOM BLADE ==== | ||
| + | |||
| + | **COST: 65** | ||
| + | |||
| + | This weapon discriminates against giants giving | ||
| + | the wielder a + 40% to his FCP against such foes (this | ||
| + | benefit is not enjoyed by any unit he may be leading). | ||
| + | |||
| + | ==== OGRE DOOM BLADE ==== | ||
| + | |||
| + | **COST: 65** | ||
| + | |||
| + | This weapon discriminates against ogres giving | ||
| + | the wielder a +40% to his FCP against such foes (this | ||
| + | benefit is not enjoyed by any unit he may be | ||
| + | leading). | ||
| + | |||
| + | ==== SAURIAN DOOM BLADE ==== | ||
| + | |||
| + | **COST: 65** | ||
| + | |||
| + | This weapon discriminates against saurians giving | ||
| + | the wielder a + 40% to his FCP against such foes (this | ||
| + | benefit is not enjoyed by any unit he may be leading). | ||
| + | |||
| + | ==== SERPENT BLADE ==== | ||
| + | |||
| + | **COST: 80** | ||
| + | |||
| + | These blades owe their name to the winding, | ||
| + | serpent pattern that ripples across their surface. | ||
| + | Serpent blades are renowned for toughness and | ||
| + | feared for their deadly nature. The wielder gains a | ||
| + | +25% to his BCP and every hit on a living character | ||
| + | (but not undead characters) caused by a serpent | ||
| + | blade, will result in two wounds instead of one. | ||
| + | |||
| + | ==== TROLL DOOM BLADE ==== | ||
| + | |||
| + | **COST: 65** | ||
| + | |||
| + | This weapon discriminates against trolls giving | ||
| + | the wielder a +35% to his FCP against such foes (this | ||
| + | benefit is not enjoyed by any unit he may be | ||
| + | leading). | ||
| + | |||
| + | ==== UNDEAD DOOM BLADE ==== | ||
| + | |||
| + | **COST: 70** | ||
| + | |||
| + | This weapon discriminates against the undead | ||
| + | giving the wielder a + 40% to his FCP against such | ||
| + | foes (this benefit is not enjoyed by any unit he may be | ||
| + | leading). | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== EVIL BLADE MAGIC ===== | ||
| + | |||
| + | |||
| + | ==== BLADE OF FEAR ==== | ||
| + | |||
| + | **COST: 50** | ||
| + | |||
| + | Enemy units in combat with the wielder of this | ||
| + | weapon, suffer a - 2 morale modifier in all Morale | ||
| + | Tests that occur as a result of that combat. | ||
| + | |||
| + | ==== BLADE OF ICE ==== | ||
| + | |||
| + | **COST: 65** | ||
| + | |||
| + | Each hit a Blade of Ice achieves on any other living | ||
| + | character causes two wounds. Blades of Ice are | ||
| + | reduced to the status of normal weapons against | ||
| + | Armour of Water Repulsion. | ||
| + | |||
| + | ==== BLADE OF TERROR ==== | ||
| + | |||
| + | **COST: 75** | ||
| + | |||
| + | Any enemy unit within 15 cm of the bearer of this | ||
| + | weapon, that has to take a Morale Test does so with a - | ||
| + | 2 morale modifier. | ||
| + | |||
| + | ==== BLADE OF THRALLDOM ==== | ||
| + | |||
| + | **COST: 90** | ||
| + | |||
| + | Any unit under the direct control of a character | ||
| + | wielding this weapon gains a +4 morale modifier in | ||
| + | addition to the character' | ||
| + | this blade tests a unit's morale to breaking point, if | ||
| + | they fail any Morale Test while the modifier is in | ||
| + | effect, they will automatically rout, even if the result | ||
| + | is only retire. | ||
| + | |||
| + | ==== DWARF DOOM BLADE ==== | ||
| + | |||
| + | **COST: 75** | ||
| + | |||
| + | This weapon discriminates against dwarfs giving | ||
| + | the wielder a + 30% to his FCP against such foes (this | ||
| + | benefit is not enjoyed by any unit he may be leading). | ||
| + | |||
| + | ==== ELF DOOM BLADE ==== | ||
| + | |||
| + | **COST: 75** | ||
| + | |||
| + | This weapon has been imbued with an abiding | ||
| + | hatred of elves, giving the wielder of this weapon a | ||
| + | +30% to his FCP when in combat with an elf (this | ||
| + | benefit is not enjoyed by any unit he may be leading). | ||
| + | |||
| + | ==== HUMAN DOOM BLADE ==== | ||
| + | |||
| + | **COST: 70** | ||
| + | |||
| + | This weapon discriminates against humans giving | ||
| + | the wielder a + 35% to his FCP against such foes (this | ||
| + | benefit is not enjoyed by any unit he may be leading). | ||
| + | |||
| + | ==== LIFE STEALER ==== | ||
| + | |||
| + | **COST: 85** | ||
| + | |||
| + | This is a fearsome weapon. For each character | ||
| + | slain the wielder has one wound healed. If he has no | ||
| + | wounds then the blade has no effect and players | ||
| + | should note that lives cannot be saved up against | ||
| + | future wounds. Wounds inflicted by this weapon on | ||
| + | other characters, that do not kill that character, do | ||
| + | not heal any of the wielder' | ||
blade-magic.1758212884.txt.gz · Last modified: 2025/09/18 18:28 by fantasyadmin
